45 research outputs found

    GPU-based Image Analysis on Mobile Devices

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    With the rapid advances in mobile technology many mobile devices are capable of capturing high quality images and video with their embedded camera. This paper investigates techniques for real-time processing of the resulting images, particularly on-device utilizing a graphical processing unit. Issues and limitations of image processing on mobile devices are discussed, and the performance of graphical processing units on a range of devices measured through a programmable shader implementation of Canny edge detection.Comment: Proceedings of Image and Vision Computing New Zealand 201

    Efficient storage and decoding of SURF feature points

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    Practical use of SURF feature points in large-scale indexing and retrieval engines requires an efficient means for storing and decoding these features. This paper investigates several methods for compression and storage of SURF feature points, considering both storage consumption and disk-read efficiency. We compare each scheme with a baseline plain-text encoding scheme as used by many existing SURF implementations. Our final proposed scheme significantly reduces both the time required to load and decode feature points, and the space required to store them on disk

    Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection

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    Communication channel established from a display to a device's camera is known as visual channel, and it is helpful in securing key exchange protocol. In this paper, we study how visual channel can be exploited by a network terminal and mobile device to jointly verify information in an interactive session, and how such information can be jointly presented in a user-friendly manner, taking into account that the mobile device can only capture and display a small region, and the user may only want to authenticate selective regions-of-interests. Motivated by applications in Kiosk computing and multi-factor authentication, we consider three security models: (1) the mobile device is trusted, (2) at most one of the terminal or the mobile device is dishonest, and (3) both the terminal and device are dishonest but they do not collude or communicate. We give two protocols and investigate them under the abovementioned models. We point out a form of replay attack that renders some other straightforward implementations cumbersome to use. To enhance user-friendliness, we propose a solution using visual cues embedded into the 2D barcodes and incorporate the framework of "augmented reality" for easy verifications through visual inspection. We give a proof-of-concept implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure

    Procesamiento y reconocimiento de patrones en video digital

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    Este trabajo presenta una propuesta de investigación sobre procesamiento y reconocimiento de patrones en video digital. Debido a la creciente demanda social de este tipo de medio de información, creemos que el campo de aplicación para nuestro desarrollo será muy amplio. Presentamos una figura que muestra nuestra primera aplicación que utiliza una implementación del algoritmo SURF para procesar video. Finalmente se mencionan algunas aplicaciones y los recursos humanos que se pretenden formar.Eje: Computación gráfica, imágenes y visualizaciónRed de Universidades con Carreras en Informática (RedUNCI

    Procesamiento y reconocimiento de patrones en video digital

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    Este trabajo presenta una propuesta de investigación sobre procesamiento y reconocimiento de patrones en video digital. Debido a la creciente demanda social de este tipo de medio de información, creemos que el campo de aplicación para nuestro desarrollo será muy amplio. Presentamos una figura que muestra nuestra primera aplicación que utiliza una implementación del algoritmo SURF para procesar video. Finalmente se mencionan algunas aplicaciones y los recursos humanos que se pretenden formar.Eje: Computación gráfica, imágenes y visualizaciónRed de Universidades con Carreras en Informática (RedUNCI

    Getting virtual 3D landscapes out of the lab

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    Increasingly realistic virtual three dimensional (3D) models have been created that demonstrate a variety of landscape designs. They have supported a more collaborative and participative approach in planning and design. However, these 3D landscape models are often developed for use in bespoke virtual reality labs that tie the models to expensive graphics hardware, or complex arrays of screens, with the viewer spatially detached from the actual site. Given the increase in prevalence of advanced “smartphone” and tablet technology with GPS and compass functionality, this paper demonstrates two methods for on-demand dissemination of existing virtual 3D landscape models using: (1) a touch based interface with integrated mapping; (2) a standard web browser interface on mobile phones. The latter method demonstrates the potential to reduce the complexity of accessing an existing 3D landscape model on-site to simply pointing a smartphone in a particular direction, loading a web page and seeing the relevant view of the model as an image. A prototype system was developed to demonstrate both methods successfully, but it was also ascertained that the accuracy of GPS positional data can have a negative effect on the browser based method. Finally, potential developments are presented exploring the future of the technology underpinning the method and possible extensions to the prototype as a technique for increasing public participation in planning and design
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